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HTML5: Up and Running
book

HTML5: Up and Running

by Mark Pilgrim
August 2010
Intermediate to advanced
222 pages
7h 12m
English
O'Reilly Media, Inc.
Content preview from HTML5: Up and Running

Simple Shapes

IE[a]

Firefox

Safari

Chrome

Opera

iPhone

Android

7.0+

3.0+

3.0+

3.0+

10.0+

1.0+

1.0+

[a] Internet Explorer support requires the third-party explorercanvas library.

Every canvas starts out blank. That’s boring! Let’s draw something. You can use the onclick handler to call a function that draws a rectangle (see http://diveintohtml5.org/canvas.html for an interactive example):

function draw_b() {
  var b_canvas = document.getElementById("b");
  var b_context = b_canvas.getContext("2d");
  b_context.fillRect(50, 25, 150, 100);
}

The first line of the function is nothing special; it just finds the <canvas> element in the DOM. The second line is where it gets more interesting. Every canvas has a drawing context, which is where all the fun stuff happens. Once you’ve found a <canvas> element in the DOM (by using document.getElementById() or any other method you like), you can call its getContext() method. You must pass the string "2d" to the getContext() method:

function draw_b() {
  var b_canvas = document.getElementById("b");
  var b_context = b_canvas.getContext("2d");
  b_context.fillRect(50, 25, 150, 100);
}

So, you have a <canvas> element, and you have its drawing context. The drawing context is where all the drawing methods ...

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Publisher Resources

ISBN: 9781449392154Errata Page